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Clan NgO Forums » Discussions » Flood Dimension » Learning how to use gamecache
Learning how to use gamecache
TheCheeseLoverDate: Wednesday, 2009-07-01, 3:48 PM | Message # 1
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Hi! smile

I started to learn how to use gamecache and I got some questions (Always got some questions biggrin ). First, i'll show you the command:

native StoreReal takes gamecache cache, string missionKey, string key, real value returns nothing

I would like you to tell me if im wrong.

1: gamecache cache is the gamecache file
2: string missionkey ????????
3: string key the name of the saved real
4: the real saved

As you can see, I don't know what is the ''string missionkey''. So can you tell me what is the ''string missionkey''? smile

Also, what is the maximum gamecache's space we can use?

Thanks smile


Yay I have a signature. You suck. :D

Message edited by TheCheeseLover - Wednesday, 2009-07-01, 3:50 PM
 
FireeyeDate: Wednesday, 2009-07-01, 4:50 PM | Message # 2
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You can mainly think about it this way:

gamecache -> file system
missionkey -> path where a file is allocated
key -> name of the file
value -> the content of that file

However, game caches are SLOW and with the next patch the return bug will be fixed.
Furthermore a hash table will be implemented which makes the usage of game cache most likely senseless.
The only real usage for it is for a single player campaigns then.


 
TheCheeseLoverDate: Wednesday, 2009-07-01, 5:49 PM | Message # 3
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Thanks. biggrin

Blizzard will really makes another patch? eek Looks interesting. I thought Blizzard stopped to update wc3.

native SyncStoredUnit takes gamecache cache, string missionKey, string key returns nothing

What does the ''SyncStoredUnit''?


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Message edited by TheCheeseLover - Wednesday, 2009-07-01, 9:29 PM
 
FireeyeDate: Friday, 2009-07-03, 9:32 PM | Message # 4
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When you call that function, the host (or the fastest player) sends the stored xxx to the other players, overwritting their values.
Let's put it in this term:
You stored Unit A for the host @ "test","testunit",
but for the other Players you store Unit B in the same slot.
You got a problem now, due the fact that different units are saved in the same 'Slot'.
However if you call SyncStoredUnit, it will sync those values, meaning every Player will have the same value stored.
On a side notice, GetHost() mainly use this behaviour of the Sync functions to detect the 'Host', however it won't work 100%.
Also you should be careful with this function as it bahaves like a TriggerSleepAction(0), not exactly though.


 
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